I agree, mostly on 1 and 4. Also I took a look at the rebel techtree, and I seriously hope that's not all of it. Otherwise they seem very limited on ships as well as ground troops. I think 20 different units for each combat should be the minimum.

Ten Imp ships. Fairly balanced group, but while neither side has 20 types, combined they add up to that total.

As for the build spots... done well they can work, to be honest though, I prefer Birth of the Federation's five resource building types which needed human resources, then a series of other buildings which had limits per system or per empire. Just works better for me, but then I probably see things that way because of some of the crud Rebellion used to pull by killing not only my buildings but my already limited amount of building slots when certain events went down.

Ten Imp ships. Fairly balanced group, but while neither side has 20 types, combined they add up to that total.

I did mean types of units per side. And I think 10 is not enough. and I don't mean 20 is the absolute minimum, but just a guideline. A unit more or less doesn't make any difference. I think there's too much of a gap between the normal cruisers and the really big ones (such as the ISD and the MC 80). There should be something like an MC 40 or a Dreadnought in between.

There is no army in existence that mines resources and builds itself a factory or barracks on the battlefield. They go into battle with the forces they have, and come out again at the end with whatever's left. At most, they put up some tents for field triage or command posts. Resource-harvesting and base-building are the most unrealistic and tedious aspects or RTS games--I'm really glad to see a game with the persistent forces and tactical focus of Empire at War.

There is no army in existence that mines resources and builds itself a factory or barracks on the battlefield. They go into battle with the forces they have, and come out again at the end with whatever's left. At most, they put up some tents for field triage or command posts. Resource-harvesting and base-building are the most unrealistic and tedious aspects or RTS games--I'm really glad to see a game with the persistent forces and tactical focus of Empire at War.

Very well said. I am very encouraged by the focus of EAW as well. Dawn of War was on the right track when they dumped the traditional resource model, which brought me back to the RTS genre.

I think base building is more than being able to just produce units. Being able to set up walls and defensive structures would be nice. (I am aware they can be built on preplaced pads..but thats just not dynamic enough for me)